Hi Mike, Another solid set of videos...super informative, and concise. Could you pls post a link to where you can can dl those Pablo Gomez skin brushes. Thankx
Hello, Mike. Thanks to your lovely tutorials I bought CC4(Also deleted 2023 and only left 2024 zbrush). After then Zbrush and CC4 is failing on dectecting each other. On trial version there was no problem. Do you know the solution?
@@MichaelPavlovich How to maintain the CC mesh/topology with this technique? Because Jamie stores the skin details on a layer of the 3D ScanStore topogoly and than use projection to get the original sculpture "morphology details". Btw, thank you very much for all the knowlegde you share! I'm a Character Artist today because of your videos.
Thank you. One problem I faced and how I fixed it: when I updated the character in CC and send it to Zbrush, it created new objects with the same name. Basically, it didn't update the current meshes. I found out that the problem was having these objects in Folders in Zbrush. So I deleted the folders in Zbrush and this time the updating worked fine. I guess you should not have folders when sending the objects.
What happens to all the SubD details? Are they baked into a final Exported FBX as a normal map? What is the "final" file format? I should know this, but I can't seem to get my head around it...
You got it exactly right - by the end of the process, you'll have an .fbx file that's relatively low poly, but you'll bake your tens of millions of poly details to a normal map (using the substance painter bridge or GoZ plus if you want), and create base color / roughness textures to complete the look (also can be done in substance painter or GoZ Plus). At that point you could apply an animation to your file in CC, watch it move around, and if you wanted to render the animated model in say, Marmoset or UE, you'd export another .fbx out of character creator (this time with animation built into the file), import that into Marmoset / UE, plug in your textures into the material slots, and you're ready to start lighting and tuning!
This relink button make me crazy. I clear rhe cache, rhen send the character in CC4, make some modifies, then hit goz and it told me just "create". Could someone help me? 😭
@@danieliusarmonas2220 check the name of the meshes, have to be the same that you have on CC4, this worked for me, the error was given by meshes rename for example CC_Base_Head_0 instead of the same without the zero
Hi Mike, Another solid set of videos...super informative, and concise. Could you pls post a link to where you can can dl those Pablo Gomez skin brushes. Thankx
www.zbrushguides.com/resources/zbrush-skin-brushes-pack
Hello, Mike. Thanks to your lovely tutorials I bought CC4(Also deleted 2023 and only left 2024 zbrush). After then Zbrush and CC4 is failing on dectecting each other. On trial version there was no problem. Do you know the solution?
I would love to see a tutorial by you on wrapping scan texture and normal map for cc4 character.
I think there will be more interesting ways to do this in the future, but for now, this is the process I use: ruclips.net/video/qi6IVtIrLC0/видео.html
@@MichaelPavlovich How to maintain the CC mesh/topology with this technique? Because Jamie stores the skin details on a layer of the 3D ScanStore topogoly and than use projection to get the original sculpture "morphology details".
Btw, thank you very much for all the knowlegde you share! I'm a Character Artist today because of your videos.
Thank you.
One problem I faced and how I fixed it:
when I updated the character in CC and send it to Zbrush, it created new objects with the same name. Basically, it didn't update the current meshes. I found out that the problem was having these objects in Folders in Zbrush. So I deleted the folders in Zbrush and this time the updating worked fine.
I guess you should not have folders when sending the objects.
What happens to all the SubD details? Are they baked into a final Exported FBX as a normal map? What is the "final" file format? I should know this, but I can't seem to get my head around it...
You got it exactly right - by the end of the process, you'll have an .fbx file that's relatively low poly, but you'll bake your tens of millions of poly details to a normal map (using the substance painter bridge or GoZ plus if you want), and create base color / roughness textures to complete the look (also can be done in substance painter or GoZ Plus). At that point you could apply an animation to your file in CC, watch it move around, and if you wanted to render the animated model in say, Marmoset or UE, you'd export another .fbx out of character creator (this time with animation built into the file), import that into Marmoset / UE, plug in your textures into the material slots, and you're ready to start lighting and tuning!
This relink button make me crazy. I clear rhe cache, rhen send the character in CC4, make some modifies, then hit goz and it told me just "create". Could someone help me? 😭
same problem please help!!!!!
@@danieliusarmonas2220 check the name of the meshes, have to be the same that you have on CC4, this worked for me, the error was given by meshes rename for example CC_Base_Head_0 instead of the same without the zero
@@NeikosOfficial thank you, I'll see if it will help
@@danieliusarmonas2220 I hope it, let me know
Yes that was indeed the problem thank you
thanks
coooool